Vorr

Medium Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 3d8+6 (19 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Base Attack/Grapple: +3/+6
Attack: Bite +6 melee (2d4+3)
Full Attack: Bite +6 melee (2d4+3) and 2 claws +1 melee (1d3+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Sneak attack +2d6, trip
Special Qualities: Darkvision 60 ft., outsider traits, scent, shadow form, shadow jump
Saves: Fort +5, Ref +6, Will +3
Abilities: Str 16, Dex 17, Con 14, Int 7, Wis 11, Cha 14
Skills: Hide +9, Listen +8, Move Silently +9, Search +4, Spot +8, Survival +6; racial bonuses
Feats: Alertness, Blind-Fight
Environment: Any land or underground (Abyss)
Organization: Solitary, pair, or pack (3–12)
Challenge Rating: 4
Treasure: None
Alignment: Always chaotic evil
Advancement: 4–6 HD (Medium); 7–9 HD (Large)
Level Adjustment:

The vorr is a hateful canine of the Abyss that lurks in the shadows, waiting for its chance to lunge out and attack.

A vorr stands about 4 feet tall at the shoulder and looks similar to a black hyena but with a much more intelligentlooking face. Vorrs are covered with bristly black and gray fur and have long, ratlike tails.

Vorrs are quite intelligent, and they are capable of hunting and tracking prey over great distances. Vorrs speak Abyssal.

Combat

Vorrs are rarely encountered alone; they prefer to travel and hunt in packs. They usually stalk their prey for some time, so they can observe and learn about any weaknesses. When they do attack, they flank their opponents to make full use of their sneak attack ability.

Trip (Ex): A vorr that hits with a bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the vorr.

Shadow Form (Su): Once per day, a vorr can assume the form of a living shadow for up to 10 minutes. While in shadow form, the vorr can move at normal speed on any surface, including walls and ceilings, and even across liquids. It can be detected by effects that detect thoughts, life, or presences (including true seeing); otherwise a vorr gains a +15 circumstance bonus on Hide checks. While in shadow form, a vorr gains damage reduction 15/epic and is immune to blindness, critical hits, damage to ability scores from nonmagical attacks, deafness, disease, drowning, poison, and stunning. It takes half damage from fire and acid.

Shadow Jump (Su): A vorr can travel between shadows as if by a dimension door spell. The starting and ending point of the jump must be in shadow and must be at least 10 feet apart. This is a standard action, and can be used for a total of 60 feet per day.

Skills: Vorrs have a +8 racial bonus on Survival checks when tracking by scent.

Source: Fiend Folio, page 186. Changes applied as per the D&D® v.3.5 Accessory Update. That booklet failed to update the vorr’s shadow form damage reduction. It is changed here from 50/+5 to 15/epic because the mithril golem in the version 3.0 Monster Manual II had a similar damage reduction that was changed to 15/epic and adamantine. It was decided that the vorr didn’t rate the adamantine damage reduction so that wasn’t included.